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Animal Crossing:
Case Study

UX/UI Designer:

Faraz

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Tasks:

• Player Journey

• Paper Prototyping/Flow Charts

• Wireframing

• UI Mockups

• Accessibility

Project Overview

Player picking up an apple, with gameplay UI such as date, phone, and minimap.

Product​

Animal Crossing

Length

~Approximately a week

Problem

How can we improve on the Animal Crossing UX/UI?

Goal

Recreate the animal crossing UX/UI and implement improvements

Work Process

Player Journey

Paper Prototype

Flow Chart

Wireframe
Design

Usability Test

UI Mockups

Accessi-bility

Understanding the Player

Player Journey

[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (25).png
[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (27).png
Choosing between male or female
[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (26).png
[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (25).png

Animal Crossing is a chill and cozy game. People are not looking for a competitive or super challenging experience, the UX and UI should reflect that. Here's a typical player journey for the game. Gameplay Cache's playthrough was used for these images

Timmy and Tommy welcoming players

Players hear and see two NPCs that explain who they are

Players go through the dialogue choices

Opportunity: Show players can skip the text with a UI addition

Players think it's cute and relaxing. They start to feel immersed

Player inputting their username for their character

Players see a user name input field and are warned they can't change it

Players input their name and click confirm

Opportunity: Explain why the player can't change their name

Players know the name is public, but confused why they can't change it later

Players can pick male or female, limited skin colors, and can change it later.

Players customize their character and click confirm

Opportunity: Increase the number of customization options

Players think it's straight forward, but some might be left out by the limited choices

Character chooses skin tones, hair styles, etc.
Timmy and Tommy announce that they have arrived on the island
[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (2).png

Players follow the NPCs to attend the orientation

Opportunity: N/A

Players are happy to start playing, and think about the exciting activities they can do

Players see a plane landing, hear nature sounds, and are told to go to an orientation

Paper Prototypes

[Welcome Screen]

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Timmy & Tommy are welcoming players

[Username Screen]

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Players can create in-game name that is not editable later

[Birthday Screen]

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Players can create a birthday that is not editable later

[Avatar Screen]

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Players can create their in-game avatar

[Island Screen]

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Players can choose their initial in-game setup and island

[Cutscene Screen]

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Players see a preview of the game, learn characters and what activities they can do

[Gameplay Screen]

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Players know they are in the game, start playing, and go towards the orientation

Next, I laid out the screens and what each player can do on each screen (the paper prototype)

Flow Chart

Now that all the screens are determined, here is a user flow for the basic onboarding of Animal Crossing

Starting the Design

Wireframes 

The wireframes were designed based on the current structure of the game. The wireframes were then refined based on usability testing. Everything in the wireframes was made from scratch except the game art which belongs to Nintendo.

Usability Testing

The research objectives of the usability test were:

[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (18).png

Evaluate the usability of each screen (main menu, gameplay, inventory, and username)

[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (18).png

Evaluate the icons and two small opportunity additions to the Animal Crossing UI

[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (18).png

Ask the players for improvement suggestions that benefit the game's usability

[Faraz Forghani]. UX_UI for Gaming. Class 1-13 (18).png

Iterate design based on the feedback given by players

  • Participants: Two female participants (between ages 29-35)

  • Background: Have played a good amount of Animal Crossing

  • Platform: Figma static wireframes (moderated)

The image makes right side feel empty

Would be nice to show in-game date

Players understood the intent of the chevrons

Information that tells you how to rearrange your inventory

Would love an auto-sort feature

Frame 4.png

It feels more inclusive when you can change your name, I don't think learning the intent will change how I feel towards it.

I don't like that I can't change my name. If they gave good reason, I would understand.

Post-Usability Wireframes 

Two of the four wireframes were iterated based on the feedback from the usability test

BEFORE

AFTER

  • Changed the image to one that is more representative of the in-game menu

  • Added ​an in-game date to the main menu with the player's profile to remind the player

BEFORE

AFTER

  • Added a sort button on the bottom right of the inventory screen using a common sort icon

  • When that button is clicked, it opens a menu choosing between "count, name, type" and it'll sort accordingly

Refining the Design

Mockups

The following mockups were created based on the wireframes that were tested. The game images belong to Nintendo, but everything else is created from scratch based on Animal Crossing

Accessibility

These mockup screens were checked in all eight filters of the color blindness simulator (Coblis) and adjusted to make certain features stand out. The date and time were made darker for greater contrast

BEFORE

AFTER

In the red-blind dichromatic view, the tent was hard to spot on the map. So I provided a lighter shade of red to provide more contrast in the final result

BEFORE

AFTER

In the monochromatic view, the confirm button's background was a little too close to the background color so I made it a bit darker to showcase the button a bit better

BEFORE

AFTER

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